Crafting in Caelfall can be done by adventurers between expeditions. There are two types of crafting: crafting new items, and enchanting existing ones.
These rules were inspired in part by Rise Up Comus. I borrowed some of his ideas for my own Mishaps and Enchantments.
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Crafting requirements
Items to be crafted or enchanted require:
- An artisan: This might be a blacksmith for weapons, or alchemist for potions. The artisan must have an appropriate workshop to work in, and multiple characters can work with any given artisan at one time.
- Time: Crafting takes a number of weeks, determined by a series of rolls.
- Materials: New items require raw materials, usually ingots or unworked gems which can be purchased, while enchanting requires special ingredients usually only found adventuring.
- Level: The artisan must be of a level high enough to craft the item.
The Project Roll
Once per week (usually at the beginning of a session, for open tables), if you meet the requirements for the item to be crafted you can make a Project Roll. This represents the amount of progress you and the artisan make together towards completing your item.
- Project Roll: 2d6 + level of artisan/workshop
Each item to be crafted has an associated Project Cost. Each time you make a Project Roll you add the result to your previous total, and when the total is equal to or greater than the Project Cost the item is complete. On average every 8 points of Project Cost represent 1 week of work.
- Progress: Tracked per item.
- Rolling double 1s, 2s, 3s or 4s: Represents a mishap.
- Scrapping the project: Can be done at any time. The progress and 50% of ingredients are lost.
- Reaching the Project Cost: Materials are expended and the craft is finished.
- One character and artisan per craft: Characters cannot work together on projects. A project is a collaboration between a character and an artisan – more hands do not speed up the work.
(Optional – Rule for the open table) Downtime Crafts: A player that misses one or more sessions of play can have their characters craft in their downtime. They gain 1 Project Roll they can put towards one of their character’s projects. They must notify the referee of this intent during their absence and can make their extra roll upon their return to the table. Players can never gain more than extra 1 Project Roll in this way.
Crafting Mishaps
If crafting a new item, roll 1d6. If enchanting, roll 1d8. The result applies to you or the item.
Crafting Mishaps
| 1d6/8 | Mishap |
|---|---|
| 1-3 | Wasted Resources: Lose half the total raw materials required by the project. You must provide them again to complete the project. |
| 4 | Obsessed: You become fascinated with the work of your hands. You cannot scrap the project. You must retain ownership over the item, never lending or giving it away. If you lose it, you must regain it at all costs. |
| 5 | Unbalanced: When completed, if a weapon it suffers a -1 penalty to attacks that use it, or occupies an extra inventory slot if a piece of armour. |
| 6 | Fragile: When completed, the item becomes Fragile (see Materials). |
| 7 | Wilful: Lose 1 Wisdom. The item gains a measure of your will. The item will try to turn its actions to further your desires. It may, during its labours, occasionally speak with its own voice. |
| 8 | Corrupted: Lose 1 Wisdom. The item gains a measure of your will and tries to turn its actions towards a nefarious goal of its own. |
New Items
Most adventuring weapons, armour and jewellery can be crafted. If an alchemist has been unlocked, potions can also be brewed. Each item lists its requirements on the following pages. Wizards can also craft scrolls, not requiring an artisan.
Enchantments
Each enchantment lists the type of equipment, weapon or armour that it can be applied to, and the materials required for the enchantment. Some enchantments list more than one artisan. For these enchantments both artisans must be available and of the level required for the craft.
For an explanation of each type of enchantment, see Enchantments (below). Only one instance of an enchantment can apply to a character at a time.
Materials
Listed as a number of ingots, raw materials or magical ingredients. Ingredients can sometimes be chosen, some ingredients conferring special benefits or drawbacks. Some crafts, such as potions, may require a gold coin cost as well, which represents a combination of miscellaneous materials and service cost of the artisan.
For an explanation of materials, see Materials (separate post)
Starting artisans
The following artisans already work in Caelfall: bowyer, glassblower, jeweller, smith, tailor, tanner, weaver, woodworker. All others must be unlocked through Steading Improvements.
Table of Items and their Crafting Requirements
Enchantments
Jump to pdf of enchantments and their requirements.
Rechargeable: To recharge, enchant the object again with half the material and Project cost.
Accuracy
Weapons only: +1 to attack rolls. Such weapons yearn for battle and draw their bearers towards combat. A party carrying an accurate weapon takes a -1 penalty to random encounter checks in the wilderness.
Alert
Weapons, armour and jewellery: The carrier cannot be surprised.
Awe
Weapons and armour: Enemies test Morale with a -1 penalty.
Blasting
Weapons, rings and amulets: The object has 2 + 1d2 charges. Spend a charge to blast a tunnel in stone about 10’ x 10’ x 10’, break open a barred door, or clear fallen rubble. Rechargeable.
Clarity
Weapons, armour and jewellery: When resisting or attempting to see through an illusion, hallucination or befuddling effect, make Saves versus Spells with advantage. You know when an invisible creature is nearby.
Command
Weapons, armour and jewellery: Friendly NPCs in your presence add a +1 bonus to Morale and Loyalty tests.
Defence
Armour only (not shields): +1 AC.
Defiance
Weapons, armour and jewellery: Make saving throws against charms with advantage.
Deflection
Shields only: +1 AC against missile attacks.
Elemental
Weapons only: Causes the weapon to be coated in the enchanted element when in use and deal elemental damage of the type indicated by the enchantment. For example, a fire beetle nodule would cause a sword to be wreathed in a light coating of flame when in use, and deal Fire damage.
Elemental Resistance
Armour only: Causes the armour to be resistant to the enchanted element. All damage dealt by that element is halved.
Empowering
Armour only: While worn, the item increases your max HP by 1HP per level. When removed, your current HP is reduced by the same amount as your max HP, meaning it is possible to fall unconscious or die when the armour is removed.
Fire
Weapons only: The weapon has 3 + 1d3 charges. Spend a charge to cause the weapon to shed light as a torch for an hour (6 Turns). During this time the weapon deals Fire damage. Rechargeable.
Force
Weapons only: The weapon has 3 + 1d3 charges. Spend a charge to knock a creature within 5’ back by 1d6 x 10’. If you are within 5’ of multiple creatures you can spend multiple charges at once. If a creature knocked back by this hits a wall causing their movement to end early, they take 1d6 damage for every 5’ of movement prevented by the wall.
Freedom
Boots only: You ignore the effects of difficult or slowing terrain.
Frost
All: The object is cold to the touch. While carrying the item you halve all damage caused by fire.
Weapons: Deals Frost damage.
Boots: In addition causes water to freeze beneath your feet, allowing you to walk across the surface of any still body of water, provided you keep moving. If you stop moving the ice breaks beneath your weight and you plunge through.
Fury
Weapons only: The weapon has 1 + 1d2 charges. When wielding the weapon, you may enter a rage when you fight. While in the rage spend a charge to make an extra attack on your turn, which occurs at the same time as your regular attack. You cannot flee from combat while in the rage, which only ends when all foes have been defeated. Anyone who has harmed you in the combat counts as a foe. Rechargeable.
Glamour
Any: The item can change your appearance in some specific way. For example, a helm that causes you to appear as an orc, a cloak that ensures your outfit is always clean, a ring that makes you more handsome. When this would have a positive effect gain +1 to NPC Reaction rolls.
Glimmering
Weapons only: When enchanting, choose a specific trigger: e.g. when goblins are near, when a spell is cast nearby, when somebody in your presence lies. When this trigger occurs, the weapon glimmers with a pale light.
Leaping
Boots only: You can leap much further than a mortal human, clearing gaps of up to 15’ in length.
Piercing
Weapons only: You score a critical hit when you roll a natural 19 or 20 on an attack roll.
Protection
Armour only: The item has 4 + 1d3 charges. Spend a charge to cause an attack that would hit you to miss. You can do this after the attack has hit, but before the damage has been rolled. Rechargeable.
Radiance
Weapons and jewellery: The item has 3 + 1d3 charges. They shed light like a bright candle, and you can spend 1 charge to cause them to brighten to the level of a torch or lantern for 1 Turn. Rechargeable.
Regeneration
Jewellery only: While wearing items with this enchantment, whenever you would restore lost HP due to resting or magical restoration, restore an additional +1 HP.
Slaying
Weapons only: +1 to attack and damage rolls against creatures of the type whose blood is used in the enchantment.
Soft Tread
Boots only: Increase your Stealth skill by 1. Your Stealth cannot be increased above 5-in-6 by this.
Striding
Boots only: Choose one: you can travel twice as fast as a normal human, or you can travel 18 hours a day without tiring (but must still rest for 12 hours before travelling again).
Sustenance
Armour and jewellery only: While wearing an item with this enchantment, you only require 2 days of rations every 3 days.
Thunder
Weapons only: The weapon has 2 + 1d2 charges. Spend a charge to activate the weapon, unleashing a crack of thunder that intimidates your foes. You automatically win the next round of initiative. Rechargeable.
Tongues
Helms only: Choose 1 language you do not already speak. While wearing the helm you can read, write and understand that language.
True Sight
Helms only: You can see invisible creatures.
Warmth
Clothing only: Warm to the touch and counts as appropriate gear for cold regions.
Wrath
Any: Foes engaged with you abandon reason in their hatred of you. All enemies within 5’ focus their attacks on you, and take a -2 penalty to attack someone besides yourself.
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